Revamp the settings system (#7)
- A Settings Provider system to utilize addressables for loading settings at runtime - An editor UI for easy modifications of the settings objects - A split out developer settings functionality to keep gameplay and nitty-gritty details separately - Most settings migrated out of game objects and into the new system - An additional Editor utility for fetching the settings at editor runtime, for gizmos, visualization etc Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com> Reviewed-on: #7
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97
Assets/Editor/EditorSettingsProvider.cs
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97
Assets/Editor/EditorSettingsProvider.cs
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using UnityEditor;
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using AppleHills.Core.Settings;
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using UnityEngine;
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namespace AppleHills.Editor
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{
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/// <summary>
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/// Provides access to settings in editor (non-play) mode
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/// </summary>
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[InitializeOnLoad]
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public static class EditorSettingsProvider
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{
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private static PlayerFollowerSettings _playerFollowerSettings;
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private static InteractionSettings _interactionSettings;
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private static DivingMinigameSettings _divingMinigameSettings;
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// Static constructor will be called when Unity loads/reloads scripts
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static EditorSettingsProvider()
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{
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LoadAllSettings();
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// Set up the delegates in SettingsAccess
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AppleHills.SettingsAccess.SetupEditorProviders(
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GetPlayerStopDistance,
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GetPlayerStopDistanceDirectInteraction
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);
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// Subscribe to asset changes to auto-refresh when settings are modified
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EditorApplication.delayCall += () =>
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{
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EditorApplication.projectChanged += OnProjectChanged;
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};
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}
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private static void OnProjectChanged()
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{
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// Check if any settings assets have changed
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if (HasSettingsChanged())
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{
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LoadAllSettings();
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RefreshSceneViews();
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}
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}
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private static bool HasSettingsChanged()
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{
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// Simplified check - you might want to make this more efficient
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// by checking timestamps or specific files
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return true;
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}
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public static void LoadAllSettings()
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{
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_playerFollowerSettings = AssetDatabase.LoadAssetAtPath<PlayerFollowerSettings>("Assets/Settings/PlayerFollowerSettings.asset");
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_interactionSettings = AssetDatabase.LoadAssetAtPath<InteractionSettings>("Assets/Settings/InteractionSettings.asset");
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_divingMinigameSettings = AssetDatabase.LoadAssetAtPath<DivingMinigameSettings>("Assets/Settings/MinigameSettings.asset");
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// Re-register the delegates in case they were lost
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AppleHills.SettingsAccess.SetupEditorProviders(
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GetPlayerStopDistance,
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GetPlayerStopDistanceDirectInteraction
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);
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Debug.Log("Editor settings loaded for Scene View use");
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}
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public static void RefreshSceneViews()
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{
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// Force scene views to repaint to refresh gizmos
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SceneView.RepaintAll();
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}
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// Implementation of delegate methods
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private static float GetPlayerStopDistance()
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{
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return _interactionSettings?.PlayerStopDistance ?? 6.0f;
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}
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private static float GetPlayerStopDistanceDirectInteraction()
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{
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return _interactionSettings?.PlayerStopDistanceDirectInteraction ?? 2.0f;
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}
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// Other utility methods
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public static T GetSettings<T>() where T : BaseSettings
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{
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if (typeof(T) == typeof(PlayerFollowerSettings))
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return _playerFollowerSettings as T;
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else if (typeof(T) == typeof(InteractionSettings))
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return _interactionSettings as T;
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else if (typeof(T) == typeof(DivingMinigameSettings))
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return _divingMinigameSettings as T;
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return null;
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}
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}
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}
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